Uploaded October 2015 | Updated September 2026, 2 weeks ago
I'm sure each form lasting two minutes each was a coincidence.
Challenge Conditions
-) No Items
-) Initial Equipment
-) No Accessories
-) No Physical Attacks/Limits
-) No Non-Mandatory Inns: pastebin.com/WHheXtMc
-) Allowed Materia List: pastebin.com/cHJs2BLH
The final fight of Disc 2, with the last restore point just ahead of it, Hojo has three forms but isn't too dangerous thanks to his relatively low Magic Defence. The first form is nice and gentle, just two weak adds to ignore while we get our Haste on. Went with a fairly conservative approach here, so as to keep MP back for the 2nd and 3rd forms.
The 2nd form is arguably the most dangerous, as he will (albeit rarely) use the Confu spell which can end the fight right away if it catches you off guard. He actually uses it during this attempt, but fortunately it missed altogether. I was ready to have the targeted character Defend and follow it up with a Esuna in any case, locking the ATB Gauge with Cloud until that goes through. We also ignore the two body parts and just focus down the Torso.
The third form is more annoying than dangerous. His Slow affects everyone, and he'll counter magic damage with Silence which throws a wrench in the works. Cait Sith has Added Effect + Seal, though, which keeps him safe for the most part from both this and Combo's Sleep.
And that concludes Disc 2. But our toughest fight is coming up, a double-header of Bizarro followed by Safer who both have high HP, problematic attacks, and high Magic Defence. I'm thinking that the key here is going to be the AP I've accumulated up until now for certain Materia, because while I plan to farm Movers for their 800AP (2400AP per encounter) it's still a long way to get the pieces I want to have for the showdown. There's also some field trickery needed to get around certain problems...
The main worry is that by taking the 'easy' route of farming Black Bats instead of the much slower but efficient Adamantaimai, I'll fall short of my AP target for having four Magic Plus Materia (two for Cait, two for Vincent). If that happens, we might struggle to make the damage needed on our MP pool. Although to be honest, we're going to struggle to reach the damage needed one way or another.
I'm sure each form lasting two minutes each was a coincidence.
Challenge Conditions
-) No Items
-) Initial Equipment
-) No Accessories
-) No Physical Attacks/Limits
-) No Non-Mandatory Inns: pastebin.com/WHheXtMc
-) Allowed Materia List: pastebin.com/cHJs2BLH
The final fight of Disc 2, with the last restore point just ahead of it, Hojo has three forms but isn't too dangerous thanks to his relatively low Magic Defence. The first form is nice and gentle, just two weak adds to ignore while we get our Haste on. Went with a fairly conservative approach here, so as to keep MP back for the 2nd and 3rd forms.
The 2nd form is arguably the most dangerous, as he will (albeit rarely) use the Confu spell which can end the fight right away if it catches you off guard. He actually uses it during this attempt, but fortunately it missed altogether. I was ready to have the targeted character Defend and follow it up with a Esuna in any case, locking the ATB Gauge with Cloud until that goes through. We also ignore the two body parts and just focus down the Torso.
The third form is more annoying than dangerous. His Slow affects everyone, and he'll counter magic damage with Silence which throws a wrench in the works. Cait Sith has Added Effect + Seal, though, which keeps him safe for the most part from both this and Combo's Sleep.
And that concludes Disc 2. But our toughest fight is coming up, a double-header of Bizarro followed by Safer who both have high HP, problematic attacks, and high Magic Defence. I'm thinking that the key here is going to be the AP I've accumulated up until now for certain Materia, because while I plan to farm Movers for their 800AP (2400AP per encounter) it's still a long way to get the pieces I want to have for the showdown. There's also some field trickery needed to get around certain problems...
The main worry is that by taking the 'easy' route of farming Black Bats instead of the much slower but efficient Adamantaimai, I'll fall short of my AP target for having four Magic Plus Materia (two for Cait, two for Vincent). If that happens, we might struggle to make the damage needed on our MP pool. Although to be honest, we're going to struggle to reach the damage needed one way or another.


![FF12 International Zodiac Job System (IZJS) - Test Video
Its everyones favourite protagonist: Caar.
Intro cinematic ends at 2:48
[What is this?]
This here is FF12. But its not any old version of the game, its the International Zodiac Job System version which was released in Japan after the NTSC and PAL releases.
FF12 IZJS (as its known) features a few new gizmos that werent in the other releases. Most notably, they added in a Job system that reins in the License system of the original game and dictates character growth and ability pools to an extent. Theres also some new weapons, a break damage limit, and more customisation options for Guest characters who join.
But one of the other big additions was Trials Mode, which is like a boss rush of sorts where the player loads a party from their save file and attempts to beat a whopping 100 stages, with some new enemies and encounters not featured in the original game making their appearance. It starts with Dire Rats, and ends with a showdown against...well, spoilers and all that.
While well likely be making a run of Trials Mode at some point, what were interested in at the moment is the Weak Mode thats unlocked after beating all 100 stages of Trial Mode. Starting a new game in Weak Mode disables all EXP given by enemies, meaning its essentially a low-level game (otherwise called a 112233 game).
So well be running this here FF12 on Weak Mode and trying to get to the end. As Im very rusty (havent played it in something like 8 years) it should be a decent re-introduction back into the game. I also hear that a 112233 challenge is quite fun, so kinda looking forward to it.
[Video Set-up]
Ill be running FF12 IZJS from PCSX2, with an English Patch applied to it. The IZJS version wasnt released outside of Japan, but some bright sparks managed to get it translated with only a few technical hitches here and there.
As far as video quality goes, Im still experimenting with different things. For one, the game is very stable on PCSX2s default settings compared to some others (but I bet I could fine-tune it a bit). The resolution was also set at 640x480 (which I reckon isnt enough for this generation of game) so Im going to test higher ones to see if I can raise the quality a bit.
The black bars on the video are FF12s own native black bars that were a source of criticism at the time of the games release; theyre huge, and not easily eliminated. I think a zoom might help decrease these a bit (assuming the HUD isnt cut off too much).
As far as audio goes, Im going to run with the in-game audio so long as FPS drops dont distort it too much. Otherwise, Ill mute it and slap other music down (probably stick with FF12 music for now, then move it into other tracks). I always liked the music in this game, and it sucks to lose sound-effects.
Let me know what you think and if you got advice/tips for FF12 + PCSX2 then Id appreciate hearing them. FF12 International Zodiac Job System (IZJS) - Test Video](https://i.ytimg.com/vi/sWJ_jysgrTA/mqdefault.jpg)



![FF7 Nightmare Mod (v1.02) - Guard Scorpion + Reactor Escape
So this is the Nightmare 7 Mod, put together by TenkoKuugen and often found on Bootleg installs (though here we did it manually). The main thing here is that its quite different from the regular game with custom events and a different dynamic for battles created by the extensive changes.
The mod uses resources from other mods, such as Cloudiars OVA Remake, UltimaEspios Aeris Revival, the Menu Overhaul, and Gjoerulvs Hardcore mod. Were going to escape Midgar and see whats what. Im not a fan of the menu overhaul, it causes lag on my entry-level PC and I dont like the RPG-Maker style layout itself but hey-ho; gotta get into the spirit of the thing :I
...though I didnt make it any better by not fixing those borders. I think I played it on the wrong resolution.
-Strategy-
[Note: This battle and the fight with Air Buster were re-recorded after clearing Motorball as I only decided to start recording fights at Aps. Footage of the first run is from Aps onwards.]
First off, Scorps Search Scope inflicts Paralysis (like the Hardcore mod) so its best for his target to use Defend to soften the damage. We have a lot of HP to burn through, so its important to make our own HP last as long as we can. Theres not much else to handle, except that Tail Laser reduces HP to 1 and inflicts Berserk + Confuse so thatll be an instant wipe if it lands.
As you can see, Barret has a lot of HP for this level (so does Cloud but not nearly as much). Stats have been altered for this mod quite drastically so these differences will become more and more pronounced as we go.
The bigger change is found leaving the Reactor. Weve got to mash the confirm button to escape the guards...so we can fight the guards all at once. This is actually helpful as our multi-target items are more efficient (though its maybe riskier with all the potential damage flying in).
But what are these mysterious items were picking up? Well, I guess all will be revealed at some point. FF7 Nightmare Mod (v1.02) - Guard Scorpion + Reactor Escape](https://i.ytimg.com/vi/tDb72R6PpAU/mqdefault.jpg)



